/*
 * Copyright (c) 2012 Johan Fylling
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights 
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 
 * THE SOFTWARE.
 */

part of TopDownExample;


class Player extends LivingActor {
  Player (Camera camera, DeathCallback deathCallback) : super(new PlayerController(camera), deathCallback);
  
  toJson () {
    var data = super.toJson();
    assert(data is Map);
    data["type"] = "player";
    return data;
  }
}


class PlayerStorageHandler {
  final Camera             _camera;
  final DeathCallback      _deathCallback;
  final BroadphaseDetector _broadphaseDetector;
  
  PlayerStorageHandler (Camera this._camera, 
                        DeathCallback this._deathCallback, 
                        BroadphaseDetector this._broadphaseDetector);
  
  call (StorageManager manager, Map attributes) {
    var positionAttributes = attributes["position"];
    assert(positionAttributes is Map);
    Vector2 position = new Vector2(positionAttributes["x"], positionAttributes["y"]);
    
    Player player = new Player(_camera, _deathCallback);
    player.body.position = position;
    
    var inventoryList = attributes["inventory"];
    if (inventoryList != null) {
      assert(inventoryList is Map);
      InventoryStorageHandler.setup(manager, inventoryList, player.inventory);
    }
    
    var attributesAttributes = attributes["attributes"];
    if (attributesAttributes != null) {
      assert(attributesAttributes is Map);
      WorldObjectStorageHandler.setupAttributes (manager, attributesAttributes, player.attributes);
    }

    return player;
  }
}
